Like the exploration of this map and the way it twists around on itself. This one served as some inspiration for The Fifth Vortex. It can be a bit short though if you don't spend time exploring and just go straight through.

I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse

Semfry wrote:I accidentally posted this a day early. For any final comments I'll just reopen last weeks thread until later tomorrow.

Edit: Closed now.

Aw man, I remember being upset on Sunday morning seeing the thread was already closed and then happy this morning seeing the thread re-opened and now that I can finally settle in front of the PC the thread is closed again

About Nagomi Passage: great as a transition map, but the hub concept hinted at here could've been pushed much further - see UB's U1 Trivia Thread - and for me that itch only got scratched with Legacy which actually had a functional hub map.

Still, lovely atmosphere and the way it comes together (letting you go in completely different directions to see different locales - although ultimately the map is actually linear) is somewhat original for a transition map in Unreal/RTNP.

Nali: Magic or Telekinesis

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

If you want to comment on last week's map you can always post it here and I can move it.

A pretty small and simple map in itself, but, despite having linear progression, the "hub" concept makes it one of the most memorable parts of RTNP. It's also one of the only parts of RTNP to really try anything beyond what the original game does; the execution might not be especially impressive but that contributes to it being a section that stands-out.

Better than the day version no doubt. Really wished they sticked with the old Aztec concept, RTNP's one was just plain terrible and geographically fucked up as well. Nivlek didn't even bother changing any of the crypt architecture.